Penggunaan Permainan Ice Breaking Mix And Match dan If Then Dalam Model Cooperative Learning Tipe Teams Games Tournament (TGT) Untuk Meningkatkan Keaktifan dan Prestasi Belajar Sejarah Siswa Kelas X IPS 5 Di SMA Negeri 5 Surakarta Tahun 2018/2019

Isnaini Istikomah, Sutiyah Sutiyah, Musa Pelu

Abstract

The objectives of this study are: (1) To improvingstudents activeness in learning history by using ice breaking games MIX AND MATCH and IF THEN in the type of Teams Games Tournament (TGT) of cooperative learning model in social sciences5 oftenth grade in SMA Negeri 5 Surakarta, and (2) To improvinge historical learning achievements by using ice breaking games MIX AND MATCH and IF THEN inthe type of Teams Games Tournament (TGT) of cooperative learning model in social sciences 5 of tenth grade in SMA Negeri 5 Surakarta.

This research is a collaborative classroom action research (CAR) carried out in two cycles.Each cycle consists of planning, implementation, and reflection.The subjects of this study is students of social sciences 5 of tenth grade in SMA Negeri 5 Surakartawhich consist of 32students. The data needed are the students achievement scores, the results of observations of teacher and students activity during learning with TGT. The data got from students activeness questionnaire result, documentation, and information related to the implementation of learningusing ice breaking games MIX AND MATCH and IF THENwith TGT. Teachniques of data collectionused in this research are observation, interviews, questionnaire, and tests. Teachniques validity of data using Triangulation, validity and reliability test. Source and method triangulation used to compare results achievement test, observation, and questionnaires. Validity and reliability test used as the data in the form of achievement tests dan questionnaire result. Thedata are analyzed with Miles dan Huberman model.

The results show that: (1)the application of ice breaking games MIX AND MATCH and IF THEN in the type of Teams Games Tournament (TGT) of cooperative learning model canimprovestudents activeness proved by the results of teacher observation in cycle I 80,80% and cycle II 85,98%. The results of students activeness observation in cycle I 74,96% andcycle II 82,25%. (2) the application of ice breaking games MIX AND MATCH and IF THEN in the type of Teams Games Tournament (TGT) of cooperative learning model canimprove historical learningachievements.Completeness percentageof students historical learningachievementsin pracycle 37,5%, cycle I 59,00% , and cycle II 87,50%.

Keywords

Teams Games Tournament (TGT), Ice Breaking, Historical Learning

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